– Poison
has to build, only when a certain threshold is reached it has consequences
– Poison
causes attribute drains or continual health loss, which is bad enough
– Not: a
poisoned character “dies” instantly
– You have
to drag him back to a temple for healing
– Counter
Measure: Resistance, Herbs, Do not move, Spell “slow poison”
– Countner is reduced by one
every hour
–
If poison
counter < 50:
Effect is
none when agent is sitting still, movements makes the poison wander around
the body and cause damage to health
unconscious
Stamina
< 10%
Health
<= 0 && Health > -10
If a
character’s hit points go to 0, he doesn’t die immediately. Instead, he gets
knocked unconscious. If at that point he takes any more damage, he dies,
but melee opponents don’t target unconscious characters. Thus, the only real
danger is 1) if all the members of your party are knocked
unconscious; or 2) if your foes have a “party effect” attack like
fire breath or acid spray, which will turn unconscious characters into dead
characters.
If the
character’s hit points reach 0, he falls unconscious. Less than 0, he becomes
seriously wounded. Unconscious characters regenerate hit points as time
passes and wake up, but seriously wounded characters get worse as time
passes, progressing to critically wounded, mortally wounded, comatose, and
finally dead. The “medic” skill can reverse the process, but I only
gave my characters level 1 in the skill, and apparently you need a higher
level to turn someone from “critical” (which Jackie was) to just
“unconscious.” Looks like I need to invest more in medical skills.
The agent
can’t act anymore. She loses one point per round until she reaches -5, at
which point he dies. She can die immediately if the damage is serious or an
assasination attempt.
Not implemented yet
When does effect occur
Effect
Visual
Action Points
Add or
remove x AP
Armor Set mismatch
Armor is
mismatched, which indicates that the wearer is scoundrel
Bleeding is substracted
from lifepoints each time it is that character’s turn. Normal bleeding
is 1 point per point, serious bleeding is 2 lifepoints per point.
Stopping the bleeding
requires taking a round to bandage the fallen comrade
Stop bleeding needs the
first aid skill
Blinded
Coughing
Crippled
If you get
hit in your arm, your accuracy goes down. Hit in the leg, you slow down. Hit
in the head, vision gets blurred. Hit in chest/torso slower to recover.
Broken amrs or legs, needs first aid skill to be cured
Critical
Health
< 75%
Can’t do
anything else than walk
Disabled
paralyzed
Diseased
Depends on
disease
Drunk
-30%
penalty to every action
Exhausted
Stamina
< 20%, no sleep for 2 days
-20%
penalty to every action, – 2 AP
Fear <level>
Action
Points are reduced. You fight enemies, but they’re ghosts and slimes and
such, and instead of damaging your hit points, their attacks raise your fear
score.
APs are
reduced by 2 for each fear level
Freeze
Freeze in
terror when against a mythical monster, but only in melee.
In love
Injured
Crippled
Invincible vs. Physical attacks
Nifts
protect you against three physical attacks, and the simplest method of
winning combat is to always have these in your system. They don’t
“stack,” unfortunately, so if a single character gets hit more than
three times in one round, you inevitably take damage. When my health is low,
eating a Nift vies only for casting a “Shield” spell (depending on
the enemy I’m facing) for priority.
Knocked down
Must stand
up, takes 1 AP
Level Drain
Morale <Very Bad, Bad, Normal Good, Very Good>
The
longer the combat takes, the more your characters’ “morale” score
dips, making them less effective at all of their skills.
A 10%
penaltiy to every action
Movement
Add x
tiles to agents movement
Paralyzed
Can’t act
anymore until cured
Radiation
Whether
through storms, walking through radiated areas, or fighting radiated
monsters, it’s fun to see the various negative (stupidity, blindness, instant
death at the next irradiation, attribute drains) and positive (laser eyes,
attribute increases, double speed, radiation immunity) effects that radiation
confers in the game. In addition to hit points, you have “radiation
points” that you want to keep above 0, else you suffer disease and
mutation–although some mutations, apparently, can be helpful.
Silence
Silence is
great versus enemy mages and clerics (especially clerics, since they are
effective with Hold Person). One trick I learned is to hit one of my own
warriors with Silence and have them go stand next to the spell-casters (since
the spell has a 15′ radius). Works great most of the time.
Can’t cast
any spells and talk
Sleeping
Effect of
a spell, or deliberate state
Doesn’t
act until she awaks
Stoned
Effect of
a spell
Can’t act
anymore and needs special curing
Stumbling
Happens
from a particularly tough blow, or if the agent gets pushed
If your characters are carrying too much they get encumbered. There are two types of encumbrance:
Personal: If the characters is carrying too much
Party: If the party carries too much
The effect of both is the same a character which is encumbered has to pay a higher cost for each of her action. The party encumbrance system is only relevant on the world map, because in a settlement map it is assumed that the party stores the stuff somewhere and is not carrying around the whole time. During combat the characters will drop all the stuff that burdens them. The drawback is that during combat only items carried on person can be used.
Calculation of weight and encumbrance
Weight is measured in stones.
One stone is approximately 0,5 kg or 1 pound.
One strength point gives a carrying capacity of 0,5 Stones.
Every human has a base carrying capacity of 10 stones.
A agent has the condition “encumbered” when she carries more than her carrying capacity is.
A agent has the condition “party_encumbered” when the party is carrying more then the sum of the party members carrying capacity is.
Effects of encumbrance
Personal encumbrance
Encumbrance
Effect
100% + x%
Added Stamina Cost of x%
For every additional 15% above 100%
Looses one AP
Party encumbrance
Encumbrance from party
Effect
Additional food consumption
Double normal food consumption for every 10% of encumbrance
Drop on morale
Balancing weight values
Lvl 40
Soldier (about 50 Strength, 75 stones) should be able to wear full Plate Armor
(56s) with Longsword (4s) + Shield (8s)
= 68s
Every Person can carry at least something.
Ideas to consider
Encumbrance matters: The more weight my characters carry, the slower I move through the dungeon. This became a problem in one section of Level 3 in which I had to press a button that opened a secret door, then race down the corridor before the door closed. It was several frustrated attempts before I realized I needed to abandon some of my stuff so I could run faster. ( Although TWE isn’t a real-time game this approach could also be used in a turn based game. )
Mules and bandits: Once they start paying for mules and such,you can add bandits that snatch them while they are in dungeons, thus they would need to hire npc guards as well. And food and water and equipment for them as well. So,they’ll either spend tons of money on those,or just loot the small valuables.
Carry limits in games are NOT fun, particularly in hoard driven games, they only really make sense as a game feature in survival games, limits on other kinds of games only annoy the player and force them to make even less logical action, like expending hours loading and unloading crap every time they finish a dungeon or making stockpiles in strategic points (usually ridiculous ones like the front of the elevators like in system shock 2 or the middle of the street, or a barrel somewhere) to reduce commute time or forcing players to not use cool things (like potions) because you can only carry one and “you might needed later”, or forcing players to choose weapons for their kills/ammo-limit ratio rather than because they are fun to use since they can only carry 1 or 2, games need to deliver fun, not realism, we have real life for that and we are playing games to get away from it.
This, by the way, is always one of the most immersion-breaking details in RPGs for me. I’m an occasional archer, and I know for a fact that 50 arrows is a large, awkward, heavy bundle. 1000 arrows – pocket change in most RPGs – would fill a U-Haul. A spare set of plate mail is NOT an easy burden, much the less 10 of them.